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Realistic Consequences vs Gameplay
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<blockquote data-quote="Campbell" data-source="post: 8018180" data-attributes="member: 16586"><p>In general I am not fan of FATE. Based on what [USER=42582]@pemerton[/USER] has said about it I would likely bounce off of Prince Valiant, but would probably enjoy the scenarios. I think a lot of the games [USER=42582]@pemerton[/USER] likes have the possibility (although not the inevitability) of being played as <strong>story advocacy</strong> games where play tends to revolve around competing visions of how the story should go. My preference is to play games that are strongly rooted in <strong>character advocacy</strong>. In the sort of play I tend to prefer (for character focused play) players simply play strong protagonists who goes after the things they want and it is the GM who frames them into conflicts.</p><p></p><p>That being said those games when played as written still have a very strong sense of player agency over the fiction. I tend to not enjoy how they get there, but that is another matter entirely.</p><p></p><p>My own preference is a tendency towards games that have a great deal of correspondence with the fiction, where the rules of the game almost underwrite the mentality of the characters. Games like Dogs in the Vineyard, Sorcerer, Apocalypse World, Masks, and Monsterhearts. Blades in the Dark pretty much represents the edge of what I like. I find that stress and flashbacks have just another fictional correspondence to help us portray these dangerous rogues who live life on a knife's edge. The Forged in the Dark games that go further like Band of Blades are not to my taste.</p><p></p><p>I tend to prefer the way the games I like achieve player agency over the fiction - transparent GM ethos, player facing mechanics that constrain both players and GMs, and focus on making play a more fluid conversation. The GM is still given a great deal of latitude, greater in some areas than a game like modern D&D, but the MC does not like <strong>run the game</strong>. They are a player that takes on a slightly different role.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8018180, member: 16586"] In general I am not fan of FATE. Based on what [USER=42582]@pemerton[/USER] has said about it I would likely bounce off of Prince Valiant, but would probably enjoy the scenarios. I think a lot of the games [USER=42582]@pemerton[/USER] likes have the possibility (although not the inevitability) of being played as [B]story advocacy[/B] games where play tends to revolve around competing visions of how the story should go. My preference is to play games that are strongly rooted in [B]character advocacy[/B]. In the sort of play I tend to prefer (for character focused play) players simply play strong protagonists who goes after the things they want and it is the GM who frames them into conflicts. That being said those games when played as written still have a very strong sense of player agency over the fiction. I tend to not enjoy how they get there, but that is another matter entirely. My own preference is a tendency towards games that have a great deal of correspondence with the fiction, where the rules of the game almost underwrite the mentality of the characters. Games like Dogs in the Vineyard, Sorcerer, Apocalypse World, Masks, and Monsterhearts. Blades in the Dark pretty much represents the edge of what I like. I find that stress and flashbacks have just another fictional correspondence to help us portray these dangerous rogues who live life on a knife's edge. The Forged in the Dark games that go further like Band of Blades are not to my taste. I tend to prefer the way the games I like achieve player agency over the fiction - transparent GM ethos, player facing mechanics that constrain both players and GMs, and focus on making play a more fluid conversation. The GM is still given a great deal of latitude, greater in some areas than a game like modern D&D, but the MC does not like [B]run the game[/B]. They are a player that takes on a slightly different role. [/QUOTE]
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